This is a standard space marine list that gets all up ons my opponent on turn 1. The librarian will generally take Gate of Infinity and Null Zone and deploy with the terminator squad. On turn 1 they can teleport into the enemy deployment zone and hopefully get some good shooting out of their heavy flamers. The ironclad will try to emerge somewhere in the same vicinity and the land raider will move up as quickly as it can in support. The land raider will contain the tactical squad with the powerfist and the chaplain. The other two tactical squads can hold objectives or move up as required. The scout bikes will likely move right up behind the terminators on turn 1, or perhaps turbo boost past them. The enemy will likely be far too worried about other threats to shoot the bikes. Hopefully they will be able to assault a vehicle on turn 2. Anyhow, without further ado:

I like it. The list is very capable of taking to your opponent while being able to protect your own objective as well. It has ( I think) enough anti-tank and anti-infantry. The only issue I have with it is the reliancy of The Gate. From personnal experience (not with a list like this however) the gate plan may sound awsome, but I ALWAYS scattered to horrible places. I hope the power of the dice works better for you.

Yeah, it's a bit risky. I'll have to gather some data to see how reliable it is. I thought the size of the terminator's bases might allow me to get the heavy flamers back into shooting range if they scatter off a bit. However if my opponent has a librarian, that could throw a psychic hood wrench into my plans.

I don't think the homing beacon works with Gate of Infinity, does it? Regardless, I want to gate the terminators on turn one and since the bikes can't turbo boost for their scout move they likely wouldn't be in position even if it does work. The ironclad I'm not really worried about, drop pods are pretty safe these days, and on a terrain heavy map you can almost pinpoint their landing spot even with a scatter roll. You just put the pod right next to a couple of large pieces of terrain, and if you scatter into them, you just move the pod back to its original spot.

Its the teleport homer your thinking of, the homing beacon works for all types of deepstriking. I was under the impression that you could tubo boost on your scout move, if not it will still work because gate is used at the start of the libby's movement phase so you could boost your scout bikes first and then tele your libby/termi's after.

The locator beacon states that "If a unit wishes to arrive on the battlefield via deep strike and chooses to do so within 6" of a model carrying a locator beacon, then it won't scatter" (p67). The terminators are technically not arriving on the battlefield. They have alreay been deployed and are just moving, so I'm not sure this would work. We all know that Games Workshop sucks at writing rules. A scout move must be a "normal move". I assume that a turbo boost move is a special move and not a normal move because it is in the special abilities rules section. Also, what is a movement phase? Is it a series of phases, one for each unit in my army, or a single phase? If it is one phase, then the beginning of the phase is before anything moves. If a unit moves (such as scout bikes), then I am not at the beginning of my movement phase anymore. However, if each of my units has its own movement phase, then what you're proposing with moving the bikes first and then the librarian might work. Although I think it would be looked at as a bit gamey. What do others think?

I think that you could break the movement phase down into individual unit's movement phases. The wording "at the start of the libby's movement phase" instead of just "the start of the movement phase" to me is just restricting it to not allowing them to move 6" and then teleport as opposed to having to teleport before the rest of your army. I dont have my codex handy atm so im going from memory but i believe GoI says the libby and unit are removed from play and immediately reappear using the deepstrike rules, and the locator beacon affects scatter for things arriving via deepstrike. I did a bit of digging around on the b+c and of course the wording is vague enough in the codecies that they havnt come to a clear answer. The way i interpret it however is that it should work. On a strange sidenote i wonder what would happen if you had a placed back in reserve misshap with them? Would they just start rolling like normal reserves the next turn?